Can´t create iOS projects with Cocos 3D, only Mac projects - cocos2d-iphone

I install Cocos 2D and Cocos 3D.
I can create Cocos 2D projects, but I can´t create Cocos 3D projects.
I select Cocos 3D in iOS section, but the created project is for MAC.
Why ??
I can´t solve it.
Thanks!

Cocos3D is for Mac only, and it only works with cocos2d v1.x. It may not work with the very latest version v1.1 of cocos2d, so you might want to try the v1.0.1 stable version instead.
In any case you have to re-install the cocos2d & cocos3d templates if you used a different version.

Related

Force Unreal Engine to use opengl on windows executable

I'm attempting to make a video game in Unreal Engine 4.9. I'm building it for Windows, but I'd like to have it use opengl instead of directx in the executable. However, I've found no options that let you do this. Unreal Engine uses OpenGL when it creates executables for Linux and Mac, but there seems to be no way to use OpenGL with Windows.
Am I missing something? Is there some way to force Unreal Engine to use OpenGL in Windows executables?
EDIT: The reason I want to use OpenGL is because I want this game to run without having to install anything on the end user's computer (DirectX has to be installed to work)
Microsoft doesn't really support OpenGL, they typically go out of their way to make it very difficult to use OpenGL on Windows and strongly encourage people to use DirectX instead.
The simplest way to get a working OpenGL context in windows is sometimes to use ANGLE which is a compatibility layer which translates OpenGL calls to DirectX calls. This is what Chrome and Firefox use to support WebGL on windows. I doubt that Unreal Engine is integrated with this, so you might have a hard time.
Edit:
EDIT: The reason I want to use OpenGL is because I want this game to run without having to install anything on the end user's computer (DirectX has to be installed to work)
One thing you could do is cross-compile the Mesa3D drivers, as described here: https://wiki.qt.io/Cross_compiling_Mesa_for_Windows
But then you won't get hardware acceleration.

By using QOpenGLContext and OpenGLVertexBufferObject, rendering looks missed depth

My platform information: Qt 5.4.1, ubuntu 14.04, windows 8.1
I have made QOpenGLWindow based on QWindow. To make it OpenGLWindow, I used QOpenGLContext and made OpenGL context for each of them. In QOpenGLWindow, to render object I used VertexBufferObject of native OpenGL. and I passed vertices, normals to buffer object and rendered it. here is my two situation of this application. first one worked on ubuntu 14.04, second one worked on windows 8.1.
I have got first one because I develop application mainly on ubuntu 14.04. It seems that it doesn't know depth when it is rendered. and it looks transparent for all front faces. I had hard time to figure out problem so I tested it on windows 8.1 with same version of Qt which is Qt 5.4.1. It works fine as you can see second picture.
So I'm thinking about Qt's issue for different platform. I had similar issue before(it was fixed to Qt 5.5): https://bugreports.qt.io/browse/QTBUG-45037
is there anyone with similar problem?

Porting SDL App to iOS

I have created a small game in C++ using only SDL (no OpenGL), and want to port it to iOS 6.
I have no intention of releasing it publicly, It's just for personal use.
The app uses only the barebones SDL library itself, no ttf or image.
So, what would be the best hassle-free way of porting the game to iOS 6? The game's SDL version is 1.2, however it would be possible to port it to 2.0.
A tutorial or something similar would be of tremendous help!
Thanks
Port to 2.0, then just follow the SDL 2.0 iOS HOWTO. SDL 2.0 has native iOS support.

Qt C++ Library for Windows and OpenGL

I am trying to experiment with the Qt library on Windows. On their downloads page, I notice that the binaries built using VS2012 are available in two forms, with and without OpenGL. What exactly is the difference between the two? In the OpenGL version, do they have some special API implemented using OpenGL or does all of Qt rendering depend on OpenGL? Also, is there a version of Qt that uses DirectX?
#Raman: The opengl variant is using the desktop opengl version just like with Qt4.
The non-opengl variant is using angle, and you need to have that installed alongside the DirectX SDK to get it working. Angle is an adapter between the directx and the opengles API. Only the latter is support directly by Qt, but unfortunately directx drivers tend to work better on Windows than the opengl(es) ones. There are no plans to support a directx backend inside Qt, so we leave with Google's Angle work in that regard.
As for providing some extra bit, there was a discussion about it recently on the mailing list, that this decision should not be build time, but more like run time. However, no one has stood up just yet to make that work. Hopefully, that will change soon. It is causing confusion for the end users just like, so do not feel alone. ;-)
Hope this explanation helps.
DirectX is supported via the ANGLE based library.
Note that this has changed and as of Qt 5.5 the prebuilt binaries you can download from the Qt website are configured with the -opengl dynamic option. This is what #lpapp above was talking about. Qt defaults to choosing either native OpenGL drivers or ANGLE at run time now.
Qt internally uses OpenGL to render unless you specify otherwise now. You can also render custom OpenGL content using Qt's QOpenGLxxx functions and classes.
For a simple introduction to Qt and OpenGL that covers this and more click here.

Cococs2d and Arc

I've just begun developing with Cocos2d for iPhone. And I've realized that there was no "Use Automatic Reference Counting" check box when creating a new project with a Cocos2d template. My Xcode is 4.3.1, iOS 5. Can I still omit retains and releases or do I have to go old style?
You have to enable ARC under Build Settings before you can use it. For cocos2d you need at least v1.0.1 (with possibly some manual fixes) or v1.1 or v2.0. Then follow my tutorial about enabling ARC in a cocos2d project.
You could also just use Kobold2D for cocos2d development. ARC is already enabled in all template projects.